![]() ![]() Regains spent legendary actions at the start of its turn.Įye Ray The beholder uses one random eye ray. It can take only one legendary action at a timeĪnd only at the end of another creature's turn. The beholder can take 3 legendary actions, using the Eye Ray The target dies if the ray reduces it to 0hit points. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.ġ0. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. Disintegration Ray If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) 10d8 force damage. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.ĩ. ![]() ![]() It must repeat the saving throw at the end of it's next turn. On a failed save, the creature begins to turn to stone and is restrained. Petrification Ray The targeted creature must make a DC 16 Dex save. This ray has no effect on constructs and undead.Ĩ. The target awakens if it takes damage or another creature takes an action to wake it. Sleep Ray The targeted creature must succeed on a DC 16 Wis save or fall asleep and remain unconscious for 1 minute. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.ħ. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft in any direction. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.Ħ. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.ĥ. In addition, the creature can't take reactions, and it can take either an action or a bonus action on it's turn, not both. On a failed save, the target's speed is halved for 1 minute. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.Ĥ. Fear Ray The targeted creature must succeed on a DC 16 Wis save or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.ģ. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save or be paralyzed for 1 minute. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creatureĢ. The area worksīite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6Įye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet. The cone faces and whether the cone is active. The start of each of its turns, the beholder decides which way ![]() Antimagic cone: The beholder's central eye creates an area ofĪntimagic, as in the anti magic field spell, in a 150-foot cone. ![]()
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